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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
Added a compute pass that currently does nothing while I learn how to make use of it.
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@@ -9,6 +9,8 @@ let SQRT_5 : f32 = 2.23606797749979;
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[[block]] struct Config {
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// common
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animationSpeed : f32;
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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glyphHeightToWidth : f32;
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resurrectingCodeRatio : f32;
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gridSize : vec2<f32>;
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@@ -43,29 +45,30 @@ let SQRT_5 : f32 = 2.23606797749979;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[block]] struct MSDF {
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf : MSDF;
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[[group(0), binding(2)]] var msdfSampler : sampler;
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[[group(0), binding(3)]] var msdfTexture : texture_2d<f32>;
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[[block]] struct Time {
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(4)]] var<uniform> time : Time;
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[[group(0), binding(1)]] var<uniform> time : Time;
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[[block]] struct Scene {
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screenSize : vec2<f32>;
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camera : mat4x4<f32>;
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transform : mat4x4<f32>;
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};
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[[group(0), binding(5)]] var<uniform> scene : Scene;
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[[group(0), binding(2)]] var<uniform> scene : Scene;
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[[group(0), binding(3)]] var msdfSampler : sampler;
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[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
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// Shader params
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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struct VertInput {
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[[builtin(vertex_index)]] index : u32;
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};
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@@ -100,6 +103,13 @@ fn wobble(x : f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Compute shader
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[[stage(compute), workgroup_size(1, 1, 1)]] fn computeMain(input : ComputeInput) {
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var hasSun = bool(config.hasSun); // TODO: remove
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var seconds = time.seconds; // TODO: remove
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}
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// Vertex shader
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[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
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@@ -179,9 +189,9 @@ fn median3(i : vec3<f32>) -> f32 {
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}
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fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % msdf.glyphTextureColumns;
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var symbolY = symbol / msdf.glyphTextureColumns;
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var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % config.glyphTextureColumns;
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var symbolY = symbol / config.glyphTextureColumns;
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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@@ -233,7 +243,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
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var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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